Page MenuHomeFeedback Tracker
Feed Advanced Search

May 10 2016

the_Demongod added a comment to T76363: A-164 Cannon sound persists after done firing.

That's what's maddening about a lot of arma's bugs X( many of them could be fixed in no time at all, but nobody fixes them.
If you remember when Zeus launched, Moricky and a few other poured all their time into making Zeus into what it is today, and they were all incredibly productive (he even personally replied to some of my feature requests and bug reports), but most of the time it seems like nobody is doing anything at all.

EDIT: Why was this put as "related" to that sound immersion post? We aren't requesting a feature like sonic booms or anything, we're reporting a bug

May 10 2016, 7:58 AM · Arma 3
the_Demongod added a comment to T76363: A-164 Cannon sound persists after done firing.

I have seen this too. As zeus or a wingman, sometimes another pilot's cannon sound will go on forever, until they fire again.

May 10 2016, 7:58 AM · Arma 3
the_Demongod added a comment to T76363: A-164 Cannon sound persists after done firing.

Bumping, because this issue is *still* not fixed, and it is annoying as fuck.

This is actually a game breaking bug, because the jet in question's position is easily pinpointed, making tracking it with weapons or in a dogfight extremely easy.

Imagine if this was an issue with ground vehicle weapons, it would be fixed instantly. Why the neglect for aircraft, BI?

May 10 2016, 7:58 AM · Arma 3
the_Demongod added a comment to T76333: Landing with a parachute, Soldier don't know what to do.

Well when the RotorLib Flightmodel is introduced it will blow the helicopters around

May 10 2016, 7:57 AM · Arma 3
the_Demongod edited Steps To Reproduce on T76328: Would be nice to be able to place more than just weapons.
May 10 2016, 7:57 AM · Arma 3
the_Demongod added a comment to T76327: "IR Grenade" Effect Does Not Disappear After Deletion.

Not to be rude or anything, but how is this in any way related to the "Ai does not use lasers, flashlights etc" (0004020) post? This is a zeus-specific bug that is related to placing and deleting an effect object, and nothing to do with AI.

May 10 2016, 7:57 AM · Arma 3
the_Demongod edited Steps To Reproduce on T76327: "IR Grenade" Effect Does Not Disappear After Deletion.
May 10 2016, 7:57 AM · Arma 3
the_Demongod edited Steps To Reproduce on T76326: AI Unable to Properly Operate A-164.
May 10 2016, 7:57 AM · Arma 3
the_Demongod added a comment to T76322: Effect dust chopper almost inexistent.

are your particle settings turned up all the way in video options?

May 10 2016, 7:57 AM · Arma 3
the_Demongod edited Steps To Reproduce on T76292: Add better GUI controls in spectator mode.
May 10 2016, 7:56 AM · Arma 3
the_Demongod edited Steps To Reproduce on T76268: When entering Splendid camera, BIS_fnc_UnitPlay is interrupted.
May 10 2016, 7:56 AM · Arma 3
the_Demongod added a comment to T76261: AI can throw invisible grenades underwater.

+1 confirmed. extremely annoying.

May 10 2016, 7:56 AM · Arma 3
the_Demongod added a comment to T76257: Fighter Jets act like bricks!.

hmm
I certainly agree on the part about separate brakes for the wheels (independent of engine power), we need that for short runway takeoffs anyway
I don't really notice such stalling with the CAS jets. sure, it is hard to maintain 800 kph when on a strafing run, but I almost never see it drop below 200 or turn red (stalling). I only have encountered stalling when dogfighting other aircraft, but the CAS jets are not designed for that at all. Make sure you have throttle set to full while you're flying, and make gentle turns. When I'm attacking a ground target, I always fly about 1.5-2 kilometers away from it before I even initiate my turn. you might also consider lowering flaps to MVR (maneuver, the half-stage) while doing gun runs, because it lowers your stall threshold, allowing you to maneuver at lower speeds.

The buzzard is a different story. I agree it doesn't have enough thrust. However, if you do take the turns very slowly, it can stay at speed and flys okay then.

May 10 2016, 7:56 AM · Arma 3
the_Demongod added a comment to T76257: Fighter Jets act like bricks!.

@heybern69 this. we need separate systems for all 3 of these things.
but also, as AD2001 said there are no fighter jets. If you are talking about the Buzzard, just be more gentle with the controls. It's not that bad a jet. If you are talking about the new CAS jets, go play Battlefield. As a DCS A-10 player, I can confirm that the A-164 and To-199 have pretty realistic handling.

May 10 2016, 7:55 AM · Arma 3
the_Demongod added a comment to T76257: Fighter Jets act like bricks!.

are you mainly talking about the Buzzard jet, or the two new CAS jets? Personally I use a joystick and pedals to fly, so maybe preventing stalling is much easier with my setup? I haven't really played any other setup enough to know how the planes handle using keyboard or something.

May 10 2016, 7:55 AM · Arma 3
the_Demongod added a comment to T76249: Excesive amoun of explosive to blow up antennas and armored vehicles..

really? I can drop an antenna with one satchel if you place it right on the base.

May 10 2016, 7:55 AM · Arma 3
the_Demongod added a comment to T76247: Red Stripes of other charaters.

this is a known bug. sometimes blood will create a line off into infinity.

May 10 2016, 7:55 AM · Arma 3
the_Demongod added a comment to T76246: To-199 Neophron - flaps only show as down when they have been lowered twice.

no, there are just two separate flaps, one lowered for each stage. it's all good. nothing needs to be changed I think, unless you wanted to change the order of lowering I guess..?

May 10 2016, 7:55 AM · Arma 3
the_Demongod added a comment to T76246: To-199 Neophron - flaps only show as down when they have been lowered twice.

^ this. close this issue

May 10 2016, 7:55 AM · Arma 3
the_Demongod added a comment to T76244: A-10 to be replaced by F-35: US.

I am extremely pleased with the new CAS jets. Nothing needs to change. And honestly, the F35 is a s* jet. Not great for CAS. Not great for air superiority. The only good thing about it is VTOL, which isn't that great. The F16D is a far superior jet, just as useful, and "only" $18.8 million per jet. The F-35 Lightning II is $199.4 million dollars. I don't know what the f* the US military is doing with its money.

May 10 2016, 7:55 AM · Arma 3
the_Demongod added a comment to T76243: A-164 Wipeout lacking a big realism factor..

Or have the option to paint it neon yellow.

May 10 2016, 7:55 AM · Arma 3
the_Demongod added a comment to T76241: wipout jet.

then get better at flying. this isn't the sort of thing to be using the feedback tracker for. discuss in the forums and once people have agreed, then you know it's the game and not just you and only then it will be time to report it here.

May 10 2016, 7:55 AM · Arma 3
the_Demongod added a comment to T76236: A-164 too fast plane.

^ they are perfectly fine and realistic. if you don't like it, then fly slower.

May 10 2016, 7:55 AM · Arma 3
the_Demongod added a comment to T76221: A-164 30mm Gatling sound heard before impact of rounds.

someone doesn't understand how either bullets or sound work. upvoted.

May 10 2016, 7:55 AM · Arma 3
the_Demongod added a comment to T76214: Please make it possible to load entire ammo crates into vehicles using the carrying handles..

it would certainly be a nice feature. we've all seen people carrying each other in medical enhancement mods and such, so this should be even easier than that.

May 10 2016, 7:55 AM · Arma 3
the_Demongod added a comment to T76202: [SPOILER] Crossroad's name - Radio Protocol.

Confirmed.

May 10 2016, 7:54 AM · Arma 3
the_Demongod added a comment to T76186: Physics A-164 aircraft is unrealistic.

Not sure about what flight model the To-199 was modeled after, but 750 m is a little excessive. It shouldn't be the same as the A-164, the last thing we want is Battlefield level congruence between the jets. Also, to be fair, the To-199 has a much much higher cruising speed, making it much harder to shoot with machine guns/cannons/small arms, so it's not like one plane is better or worse than the other.

May 10 2016, 7:54 AM · Arma 3
the_Demongod added a comment to T76186: Physics A-164 aircraft is unrealistic.

the A-10 is very agile. The To-199 is much faster when flying level. I think it's fair.

May 10 2016, 7:54 AM · Arma 3
the_Demongod added a comment to T76185: Tempest variants have protection levels that is inadequate to their purpose.

Very funny :) upvoted.

May 10 2016, 7:54 AM · Arma 3
the_Demongod added a comment to T76157: Lack of gamepad scheme.

first of all, this game is no place to be using a gamepad. It's inefficient. You lose the fine control of a mouse for aiming, the speed of a cursor when using the inventory, and the direct control of keyboard commands (vs an "action wheel"). Second of all, BI is never going to consider adding the action wheel you described, or most likely any other support for gamepads. If you wish to use a controller to fly/drive (Personally, I find analogue controls far superior to the keyboard), I understand, but for infantry, all it'll do is cripple your efficiency and damage your marksmanship.

May 10 2016, 7:53 AM · Arma 3
the_Demongod added a comment to T76152: Helicopter pedals animation (Not present).

low priority, but would certainly be nice to have.

May 10 2016, 7:53 AM · Arma 3
the_Demongod added a comment to T76048: AA missiles are way too OP!!!!.

It's true, the ejection function is essentially useless right now. The jets are either perfectly okay, or they explode and you die. It would be nice to see some improved damage model, even it the jet just "dies," (loses all power and maneuverability) and if you don't eject within x number of seconds then you die too.

May 10 2016, 7:50 AM · Arma 3
the_Demongod added a comment to T76048: AA missiles are way too OP!!!!.

^ additionally, helicopters don't move nearly as fast, to a missile hit is much more likely to be more accurate.

May 10 2016, 7:50 AM · Arma 3
the_Demongod added a comment to T76047: flashlight switches with environment light.

@Fireball the pictures are just of his graphics settings, I believe
check the video for the actual bug

May 10 2016, 7:50 AM · Arma 3
the_Demongod added a comment to T75943: When a jet is rotated and then raised up, it flies in it's original orientation.

thanks for the quick response :) you few devs are really pouring it into ironing out the zeus bugs, thanks guys

May 10 2016, 7:48 AM · Arma 3
the_Demongod edited Steps To Reproduce on T75943: When a jet is rotated and then raised up, it flies in it's original orientation.
May 10 2016, 7:48 AM · Arma 3
the_Demongod added a comment to T75943: When a jet is rotated and then raised up, it flies in it's original orientation.

thanks for the quick response moricky

May 10 2016, 7:48 AM · Arma 3
the_Demongod edited Steps To Reproduce on T75812: Please allow height to be set while spawning a unit.
May 10 2016, 7:45 AM · Arma 3
the_Demongod added a comment to T75801: Explosive Blasts From Rocket/Satchel Unusually Large.

Definitely agreed. Explosion effects need to be turned up, and damage radii (and drop off) need to be tapered more. I have no problem with the radius of the MLRS missiles (the things are huge) but the explosion effect needs to be about 3 times bigger. Blastcore A3 actually fixes the effect, it is more realistically sized, but the damage still needs a fix.

May 10 2016, 7:45 AM · Arma 3
the_Demongod added a comment to T75783: Request Feature - Jets do not have any forward velocity after changing the Z axis.

thanks devs. good to see you guys solving so many problems so quickly.

May 10 2016, 7:44 AM · Arma 3
the_Demongod edited Steps To Reproduce on T75778: Postprocess effects not removed when module is deleted.
May 10 2016, 7:44 AM · Arma 3
the_Demongod added a comment to T75777: Please add GBUs into ordinance tab.

yes, thank you. I was extremely pleased with the CAS modules.

Another idea I had was basically the reverse of the laser target icon:
perhaps Zeus could "place" a laser target by means of some module, eliminating the need for JTAC but allowing a pilot to still use GBUs and such.

thank you!

May 10 2016, 7:44 AM · Arma 3
the_Demongod added a comment to T75777: Please add GBUs into ordinance tab.

thanks!

May 10 2016, 7:44 AM · Arma 3
the_Demongod edited Steps To Reproduce on T75777: Please add GBUs into ordinance tab.
May 10 2016, 7:44 AM · Arma 3
the_Demongod added a comment to T75744: Add a "Save Status" Option to zeus.

I don't know why this doesn't have more likes, this is a huge issue. We either need to implement saving, or hear from BI about the 3D editor. We don't even need it right now, we just want to know if it's coming.

May 10 2016, 7:43 AM · Arma 3
the_Demongod added a comment to T75699: Make Zeus's 3d editor compatibilities into the arma 3 editor.

I thought the same thing the instant I watched the DLC reveal video. I would really be happy with BI if they did this, they already have the tools right in front of them.

May 10 2016, 7:42 AM · Arma 3
the_Demongod added a comment to T75326: ARMA 3 Doesn't work anymore.

see if you can verify the game's local files (steam library>right click arma 3>properties>local files tab>verify integrity of game crash, I think that's where you find it) because it may be that you have missing or damaged game files. If that doesn't fix it or there aren't any missing files, you might try moving all your mods to a separate folder and try playing the game without any of them installed, just incase it's a bad mod that is causing the problem.

May 10 2016, 7:33 AM · Arma 3
the_Demongod added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

I assume that is because all planes (incl. addons) use the engine's shared flight model. and yes, this needs to be implemented. just like the TOH flight model, but that never happened :/

May 10 2016, 7:30 AM · Arma 3
the_Demongod added a comment to T75150: Cannot Manual Fire in the Mi-48.

@k0rd oh my apologies, I was only adding a point to this issues between client/host in helicopter and such. I wasn't really reporting my issue.

May 10 2016, 7:29 AM · Arma 3
the_Demongod added a comment to T75150: Cannot Manual Fire in the Mi-48.

I have noticed this as well, but with a mod. the hosting player would have major issues with the camera snapping around and not following the cursor movement. It was a mod, but the problem comes with the non-local player chopper issues.

May 10 2016, 7:29 AM · Arma 3
the_Demongod added a comment to T74824: Increase Intensity of Sun.

I looked at it in real life and would now like to sue y-- just kidding.
I agree, the sun is more like looking at a lightbulb than the actual sun. If you look through a scope directly at the sun, the entire glare actually goes away entirely, and there's just a white circle on the screen :P

May 10 2016, 7:20 AM · Arma 3
the_Demongod added a comment to T74780: Object shadow through the scopes.

I would take losing a few fps for a few seconds if it got me better looking environment at a distance.
If I recall correctly, there was a similar tracker ticket that used a very similar technique for rendering grass in the same way you suggested with shadows.

May 10 2016, 7:19 AM · Arma 3
the_Demongod added a comment to T74555: Voice Over Network (VON): Add separate volume sliders for all the VON-channels.

That's why Zeus and the Virtual Arsenal is such a beautiful thing :) everything is at your fingertips.

May 10 2016, 7:14 AM · Arma 3
the_Demongod added a comment to T74555: Voice Over Network (VON): Add separate volume sliders for all the VON-channels.

Better fix: don't play wasteland or altis life. But yes, it's a good idea.

May 10 2016, 7:14 AM · Arma 3
the_Demongod added a comment to T74436: New DMS scope useless because of impossibility for unzeroing.

in real life, the markings would not be the same for two rifles that had different bullet ballistics.
for example a .416 round would need very different markings from a .22 rifle.

May 10 2016, 7:12 AM · Arma 3
the_Demongod added a comment to T74377: MISSING DOORS AND FLIR FROM DEV BUILD AH-9 AND MH-9.

BI, this is the easiest content to add. You don't even have to make new models, and it will make people just as happy as a new helicopter.

May 10 2016, 7:10 AM · Arma 3
the_Demongod added a comment to T74366: Doors never make a sound..

you can be standing right next to a door, and somebody could sneak up from behind, open the door, and kill you and you'd never know. +1.

May 10 2016, 7:10 AM · Arma 3
the_Demongod added a comment to T74363: AA guns should have "zeroing".

the AA vehicles have to be more effective in general. It is extremely hard to hit any air vehicle that isn't going slowly, within 700 meters, and coming straight at you.

May 10 2016, 7:10 AM · Arma 3
the_Demongod added a comment to T74339: Laser designator/designated targets not affecting (GBU) bomb glide slope.

not only do you have to lock on, you also have to wait for the diamond to appear over the square.

May 10 2016, 7:09 AM · Arma 3
the_Demongod added a comment to T74329: When aircraft crash at high velocity they just bump into the ground and burst onto flames....

https://www.youtube.com/watch?v=5MQk1yvsoKY
https://www.youtube.com/watch?v=mqFkbsnLa4w
There are some good videos. The planes practically crumple into nothing on impact.

May 10 2016, 7:09 AM · Arma 3
the_Demongod added a comment to T74329: When aircraft crash at high velocity they just bump into the ground and burst onto flames....

this should not be hard at all. like vryoffbtdrummr said, depending on the force of the impact/explosion, different levels of destruction should occur. if a helicopter gets hit by an HE MBT shell, do you want it to catch on fire and slowly fall to the ground? NO! The round should rip off whatever it hits, rotor blades should fly off, pieces of metal should rain down in flames.

May 10 2016, 7:09 AM · Arma 3
the_Demongod added a comment to T74156: Feature request: Add the option to completely disable the weird sliding shoreline water effect that creeps up hills (see videos).

There's a reason we have "sea level." that's where the water stays, it shouldn't be going up like this. Upvoted.

May 10 2016, 7:05 AM · Arma 3
the_Demongod added a comment to T74010: Pilot unable to leave a Buzzard that is static on the ground but with gear up.

I have noticed this too. It is unbelievably annoying because if you have managed to crash land without dying, you are stuck in your jet. PLEASE fix this, it can't be very difficult.

May 10 2016, 6:56 AM · Arma 3
the_Demongod edited Steps To Reproduce on T73888: AI Helicopters Do Not Avoid Windmills.
May 10 2016, 6:53 AM · Arma 3
the_Demongod added a comment to T73608: Add scripting command to disable individual stances (up, middle, down).

This isn't possible? If you're playing as zeus you can lock an AI unit to a stance, so the script must be here somewhere.

May 10 2016, 6:46 AM · Arma 3
the_Demongod added a comment to T73573: Loadouts - Vehicles - CAS Options.

agreed. John Spartan and Saul's beautiful F/A-18 addon has this, I don't know why BI wouldn't be able to implement it.
EDIT: related to a ticket of mine, 0014429. It addresses the ineffectiveness against the CAS ammunition against aircraft.

May 10 2016, 6:45 AM · Arma 3
the_Demongod added a comment to T73471: IN-GAME marker needs whole refurbishment.

We NEED this. Please, BI. It can't be that hard of a fix. At least rotate, and an easier way of picking the type of marker, or even setting a certain one as the default.

May 10 2016, 6:42 AM · Arma 3
the_Demongod added a comment to T73470: A-143 texture bug.

I had this too, but it seems to be fixed for me now.

May 10 2016, 6:42 AM · Arma 3
the_Demongod added a comment to T73450: Pathetic damage of handgun [video].

It's even more pathetic when you try it on an enemy, who will blow your head off in half the time it takes you to reload after putting an entire mag into his chest.

May 10 2016, 6:42 AM · Arma 3
the_Demongod added a comment to T73385: AI fires at enemy camo nets.

I don't understand how it is even a question... it is a f**king CAMOUFLAGE NET. It poses absolutely no threat to anybody. In fact, it is just as useful to your team as it is the opposing team. If the vehicles see someone hiding behind the net, it would be logical to shoot at it. What they do now is about as logical as a tank shooting every time they see grass or bushes, to kill any potential hiding infantry.

May 10 2016, 6:40 AM · Arma 3
the_Demongod added a comment to T73385: AI fires at enemy camo nets.

As stupid and annoying as it is, it's pretty funny.

May 10 2016, 6:40 AM · Arma 3
the_Demongod added a comment to T73313: All ArmaVerse in official DLC packs.

stfu and take my money. What arma 3 really needs now is official content. Mods are really great, and allows the community to take the game and run with it, but the drawback is that to play together, people need the same version of the same mod. If everyone had the same officialy ported, auto-updated version of the A2 maps, there wouldn't be conflicts = easier for people to play on one another's servers.

May 10 2016, 6:38 AM · Arma 3
the_Demongod added a comment to T73270: AI fire at a robotically constant rate of fire (exactly 0.7 seconds between shots) on single shot mode..

yeah right now it sounds too robotic, and their reloads are extremely predictable. You just wait for them to stop firing and then pop up, and they can't do a thing about it.

May 10 2016, 6:33 AM · Arma 3
the_Demongod added a comment to T73223: Quad Tiltrotor Heavy Transport Aircraft and other vehicles..

It would be pretty sweet if there was a VTOL jet transport
think V-22 Osprey, but with jet engines on the ends of the wings instead of props :)

May 10 2016, 6:32 AM · Arma 3
the_Demongod added a comment to T73223: Quad Tiltrotor Heavy Transport Aircraft and other vehicles..

Yes, more air vehicles are coming, but Arma needs more than 3 planes, and a couple of helicopter. I think at least 2 attack jets per faction, and one transport plane.

May 10 2016, 6:32 AM · Arma 3
the_Demongod added a comment to T73223: Quad Tiltrotor Heavy Transport Aircraft and other vehicles..

uhh the kajman was not created by bohemia interactive
it is modeled off of the Kamov Ka-50
Its twin tail is fucking badass though, so thank you b.i.

May 10 2016, 6:32 AM · Arma 3
the_Demongod edited Steps To Reproduce on T73204: Entire building disappears.
May 10 2016, 6:32 AM · Arma 3
the_Demongod edited Steps To Reproduce on T73202: Door marking does not follow door.
May 10 2016, 6:31 AM · Arma 3
the_Demongod added a comment to T73199: Can't use vehicle weapon optics when mission starts with player as gunner.

seeing this too, very random though.

May 10 2016, 6:31 AM · Arma 3
the_Demongod added a comment to T73179: Character get too tired(stamina).

^ This is exactly what I mean. As long as you are conscious of your load, movement speed, stances, terrain, etc, it is not at all difficult to stay below 60%. It's just a new system you guys need to get used to, it actually works great.

May 10 2016, 6:31 AM · Arma 3
the_Demongod added a comment to T73179: Character get too tired(stamina).

No, I am fully aware that it is not a simulator. It is a video game that strives to be much closer to reality than most other video games do, and part of that is having a fatigue model that accurately represents the consequences of carrying heavy loads. I don't understand why you guys complain, it's not that big a deal. It's hardly any different from the previous versions, you just can't carry a Titan MPRL *and* a Zafir 7.62, you gotta manage your load as you would in real life, and if you hold down your weapon and jog instead of run, you hardly get tired at all.

May 10 2016, 6:31 AM · Arma 3
the_Demongod added a comment to T73179: Character get too tired(stamina).

If you want to be that way, they are carrying math formulas designed to replicate the stress that would be caused in real life by carrying around 1/2 of your body weight all the time. I don't understand how that changes my argument at all.

May 10 2016, 6:31 AM · Arma 3
the_Demongod added a comment to T73179: Character get too tired(stamina).

I am 900% positive you posed that on the wrong ticket

May 10 2016, 6:31 AM · Arma 3
the_Demongod added a comment to T73179: Character get too tired(stamina).

Soldiers in real life carry massive amounts of gear. weapons are heavy, ammunition is *extremely* heavy (it's full of lead), helmets are heavy, they are wearing plate carrier rigs (their vests have one of these in the front and back: http://www.slickguns.com/sites/default/files/AR500_body_armor_Trauma_plate_ASC_BansheeMCcarrier_2.jpg (it's a massive armor plate).
Nobody could sprint long carrying this gear. All of you who say the soldiers are 'out of shape' and 'couch potatoes' need to strap on 45+ kilos of gear and see how you like running.

May 10 2016, 6:31 AM · Arma 3
the_Demongod added a comment to T73001: Single Flare Mode Needs Simple Fix.

I noticed this as well, I'd like to be able to pop a flare or two after doing a gun run. And for those of you that said "it would be unrealistic being able to evade 120 missiles," it would not just take one flare to evade the missile. Every flare you popped would slightly decrease the chances of the missile hitting you, and popping the same amount of flares as the current burst mode launches would make you just as likely to evade the missile as you currently are. This would allow pilots to risk popping less flares, conserving them but making them more likely to be hit.

May 10 2016, 6:27 AM · Arma 3
the_Demongod edited Steps To Reproduce on T72920: Laser marked targets are difficult to lock/see from the A-143 Buzzard.
May 10 2016, 6:24 AM · Arma 3
the_Demongod added a comment to T72843: Anti-Aircraft vehicles ineffective against combat aircraft.

We really need more types of anti-air threats. The current AAA platforms aren't terrible, they are just too weak. Their missiles need to be either deal more damage on the (rare) chance that you score a hit, and the cannon needs to fire way more rounds/second to make hitting easier.

We need a medium range SAM platform, perhaps similar to the SA-8 (http://www.army.cz/images/id_5001_6000/5070/01.jpg). It could shoot out to, say, 5 or 8 km and would be a much larger threat on the battlefield.

And finally, perhaps we could have a multi-piece system such as the SA-6 (http://www.enemyforces.net/missiles/buk.jpg). It would have massive engagement ranges, 10-15km, covering a large portion of Altis. It would be a multi-piece system, requiring a command center and a separate radar (like this: http://www.ausairpower.net/PVO-SV/9S32-Deployed-1S.jpg).

This way we can leave the AAA vehicles as they are: semi-effective helicopter killers. And we can make things more interesting for fixed-wings with long range radar guided missiles.

May 10 2016, 6:23 AM · Arma 3
the_Demongod added a comment to T72843: Anti-Aircraft vehicles ineffective against combat aircraft.

The real issue isn't the range/spotting ability. IMO, it is easier to spot a plane in the air than a camouflaged vehicle on the ground. The real issue is the fact that the plane's countermeasures can easily defeat the missile (multiple would have to be fired quickly to even get a hit), whereas ground vehicle countermeasures smoke shells, etc) are purely visual; they have no way of evading or confusing AtG missiles.

May 10 2016, 6:23 AM · Arma 3
the_Demongod added a comment to T72843: Anti-Aircraft vehicles ineffective against combat aircraft.

I believe IR smoke is a thing, I assume it just causes the missile to target the entire mass, likely not scoring a direct hit. The only other vehicular countermeasure I can think of is Active Protection, which would basically make the game unfun for everybody.

May 10 2016, 6:23 AM · Arma 3
the_Demongod added a comment to T72822: Fixed-wing aircraft Issues [PRIMARY REPORT].

What we really need is for the new Helicopters DLC collective to be implemented to fixed-wings. To be blunt, the current throttle system is no better than Battlefield 4's. It's a shame really. What we need is to have a scale displaying the current level of throttle, and to be able to move it up and down instead of having a medium speed (too slow to do anything), an accelerate speed (which is faster but still too weak) and a brakes key which for some odd reason also throttles down the engine.

May 10 2016, 6:22 AM · Arma 3
the_Demongod added a comment to T72822: Fixed-wing aircraft Issues [PRIMARY REPORT].

another great post by Fennek in that thread: http://forums.bistudio.com/showthread.php?167067-Fixed-Wing-Flight-Model-(dev-branch)&p=2795483&viewfull=1#post2795483

May 10 2016, 6:22 AM · Arma 3
the_Demongod added a comment to T72822: Fixed-wing aircraft Issues [PRIMARY REPORT].

I have been experimenting a lot with the sweet spot between hard turn + stall and slow turn + speed, but I've been pretty disappointed. The reason is because no matter how slowly you turn, unless you are constantly holding the accelerate key, you will lose speed. I can see this happening in a hard turn, but having played plenty of DCS, I can tell you that a slow, level turn in the A-10 while at cruising speed will not lose you a lot of speed. I just wish that hands off the throttle keys could be seen as a cruising speed, instead of practically an idle speed.

May 10 2016, 6:22 AM · Arma 3
the_Demongod added a comment to T72822: Fixed-wing aircraft Issues [PRIMARY REPORT].

@oukej, thank you for the reply, we really do appreciate you guy's hard work to try to make this game as good as it deserves to be. And we are happy with the fixed wing aircraft, we just have an ideal in our minds, and it isn't even that far away from the current situation.

In my mind, the issue of constantly losing speed originates from the fact that some people fly using the keyboard.

I realized this while driving and I suspect it may be related to the aircraft too: while driving, if you hold "w," you are going to want to go a good driving speed. You don't want to press W in the SUV (modeled after the real life BMW X6 and BMW X6 M) and over the next 20 seconds, accelerate to 260 km/h. That's not conducive to driving down a dirt road.

For people with rudder pedals like me (or who use any other analog form of throttle), they can have a middle zone, where the full throttle would be the real life full speed of the car.
And perhaps the lack of aircraft speed is related, who knows. I think they could definitely use a boost of thrust, no matter what other changes are needed.

May 10 2016, 6:22 AM · Arma 3
the_Demongod added a comment to T72822: Fixed-wing aircraft Issues [PRIMARY REPORT].

We also need wheel brakes and airbrakes to be separate. I want to be able to lock my wheel brakes while I spool up to full throttle on the runway. Currently, if I hold the "brakes" key, my engine just slows down.
The aircraft also need SO much more thrust. The current computer fan thrust barely lets you make a gentle turn without stalling.

May 10 2016, 6:22 AM · Arma 3
the_Demongod added a comment to T72793: A-143 HUD is offset.

thanks, I'll be sure to go upvote it.

May 10 2016, 6:21 AM · Arma 3
the_Demongod edited Steps To Reproduce on T72793: A-143 HUD is offset.
May 10 2016, 6:21 AM · Arma 3
the_Demongod edited Steps To Reproduce on T72792: Standard GUI reticle on A-143 Buzzard HUD is distracting and obnoxious.
May 10 2016, 6:21 AM · Arma 3
the_Demongod edited Steps To Reproduce on T72790: Standard GUI reticle on A-143 Buzzard HUD is distracting and obnoxious.
May 10 2016, 6:21 AM · Arma 3
the_Demongod added a comment to T72788: A-143 Buzzard's HE rounds ineffective in air to air engagements.

To be honest this issue isn't really relevant anymore, in fact the A-143 is now pretty much the best dogfighter out of any of the other jets, and its cannon fires much faster now.

May 10 2016, 6:21 AM · Arma 3
the_Demongod added a comment to T72788: A-143 Buzzard's HE rounds ineffective in air to air engagements.

Well obviously Air to Air missiles are much more powerful than the cannon. The cannon is pretty realistically powered now, I can kill pretty much any enemy aircraft no matter the skill in a matter of seconds, I don't think it needs to change.

Not seeing things is a big part of CAS, that's why you have JTAC.

I don't play arcade-y scenarios like KOTH but perhaps the AA weapons should "cost" more (if that's a thing), or be removed entirely.
But this ticket should be closed now, to be honest. The Buzzard is quite realistic and has more than enough killing power in its cannon. Its new improved rate of fire makes it quite the adversary to the CAS jets actually.

May 10 2016, 6:21 AM · Arma 3